BgIkanaDharma (punchable pillar segments in STT) OK (#851)

* Bg_Ikana_Dharma decompiled

* Bg_Ikana_Dharma more stuff

* remove & from function pointers

* use THIS macro

* use THIS macro

* return -> else

* GET_PLAYER

* slightly better match (this2 only used once)

* fix warnings; name variables

* better match in BgIkanaDharma_Init; more param macros

* Rebase to latest master and some minor cleanup

* More cleanup

* Document object

* Respond to isghj5's review

* Respond to Elliptic's review

* Better pack macro

* Respond to hensldm's review

Co-authored-by: immibis <immibis@gmail.com>
This commit is contained in:
Tom Overton
2022-06-20 00:38:51 +01:00
committed by GitHub
co-authored by immibis
parent 064b3e5493
commit a039a2f34a
6 changed files with 228 additions and 44 deletions
+3 -3
View File
@@ -9,8 +9,8 @@
<DList Name="object_ikana_obj_DL_000378" Offset="0x378" />
<Collision Name="object_ikana_obj_Colheader_000488" Offset="0x488" />
<DList Name="object_ikana_obj_DL_0008C0" Offset="0x8C0" />
<DList Name="object_ikana_obj_DL_0008C8" Offset="0x8C8" />
<Collision Name="object_ikana_obj_Colheader_000C50" Offset="0xC50" />
<DList Name="gStoneTowerTemplePunchablePillarDL" Offset="0x8C8" />
<Collision Name="gStoneTowerTemplePunchablePillarCol" Offset="0xC50" />
<DList Name="object_ikana_obj_DL_000CE0" Offset="0xCE0" />
<DList Name="object_ikana_obj_DL_000CE8" Offset="0xCE8" />
<Collision Name="object_ikana_obj_Colheader_000F28" Offset="0xF28" />
@@ -38,7 +38,7 @@
<Texture Name="object_ikana_obj_TLUT_008590" OutName="tlut_008590" Format="rgba16" Width="4" Height="4" Offset="0x8590" />
<Texture Name="object_ikana_obj_Tex_0085B0" OutName="tex_0085B0" Format="rgba16" Width="16" Height="16" Offset="0x85B0" />
<Texture Name="object_ikana_obj_Tex_0087B0" OutName="tex_0087B0" Format="ci4" Width="64" Height="64" Offset="0x87B0" />
<Texture Name="object_ikana_obj_Tex_008FB0" OutName="tex_008FB0" Format="rgba16" Width="32" Height="64" Offset="0x8FB0" />
<Texture Name="gStoneTowerTemplePunchablePillarTex" OutName="stone_tower_temple_punchable_pillar" Format="rgba16" Width="32" Height="64" Offset="0x8FB0" />
<Texture Name="object_ikana_obj_Tex_009FB0" OutName="tex_009FB0" Format="rgba16" Width="16" Height="16" Offset="0x9FB0" />
<Texture Name="object_ikana_obj_Tex_00A1B0" OutName="tex_00A1B0" Format="rgba16" Width="16" Height="16" Offset="0xA1B0" />
<Texture Name="object_ikana_obj_Tex_00A3B0" OutName="tex_00A3B0" Format="rgba16" Width="32" Height="32" Offset="0xA3B0" />
+1 -3
View File
@@ -4802,9 +4802,7 @@ beginseg
name "ovl_Bg_Ikana_Dharma"
compress
include "build/src/overlays/actors/ovl_Bg_Ikana_Dharma/z_bg_ikana_dharma.o"
include "build/data/ovl_Bg_Ikana_Dharma/ovl_Bg_Ikana_Dharma.data.o"
include "build/data/ovl_Bg_Ikana_Dharma/ovl_Bg_Ikana_Dharma.bss.o"
include "build/data/ovl_Bg_Ikana_Dharma/ovl_Bg_Ikana_Dharma.reloc.o"
include "build/src/overlays/actors/ovl_Bg_Ikana_Dharma/ovl_Bg_Ikana_Dharma_reloc.o"
endseg
beginseg
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_dharma.h"
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -15,7 +16,13 @@ void BgIkanaDharma_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgIkanaDharma_Update(Actor* thisx, GlobalContext* globalCtx);
void BgIkanaDharma_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
void BgIkanaDharma_SetupWaitForHit(BgIkanaDharma* this);
void BgIkanaDharma_WaitForHit(BgIkanaDharma* this, GlobalContext* globalCtx);
void BgIkanaDharma_SetupStartCutscene(BgIkanaDharma* this);
void BgIkanaDharma_StartCutscene(BgIkanaDharma* this, GlobalContext* globalCtx);
void BgIkanaDharma_SetupWaitForCutsceneToEnd(BgIkanaDharma* this);
void BgIkanaDharma_WaitForCutsceneToEnd(BgIkanaDharma* this, GlobalContext* globalCtx);
const ActorInit Bg_Ikana_Dharma_InitVars = {
ACTOR_BG_IKANA_DHARMA,
ACTORCAT_BG,
@@ -28,47 +35,226 @@ const ActorInit Bg_Ikana_Dharma_InitVars = {
(ActorFunc)BgIkanaDharma_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_80BECAD0 = {
{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000100, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000100, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 98, 10, 25, { 0, 0, 0 } },
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80BECAFC[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 320, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 320, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1100, ICHAIN_STOP),
};
#endif
static BgIkanaDharma* sFirstHitBgIkanaDharma;
extern ColliderCylinderInit D_80BECAD0;
extern InitChainEntry D_80BECAFC[];
void BgIkanaDharma_SpawnEffects(BgIkanaDharma* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f pos;
Vec3f velocity;
Vec3f accel;
s32 i;
f32 initialRadius = this->dyna.actor.scale.x * 200.0f;
f32 initialY = this->dyna.actor.scale.y * 50.0f;
extern UNK_TYPE D_060008C8;
extern UNK_TYPE D_06000C50;
for (i = 0; i < 4; i++) {
f32 speed = (Rand_ZeroOne() * 5.0f) + 5.0f;
s16 angle = ((u32)Rand_Next() >> 0x12) + this->dyna.actor.world.rot.y + 0x6000;
f32 dirX = Math_SinS(angle);
f32 dirZ = Math_CosS(angle);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC240.s")
pos.x = (dirX * initialRadius) + this->dyna.actor.world.pos.x;
pos.y = this->dyna.actor.world.pos.y + initialY;
pos.z = (dirZ * initialRadius) + this->dyna.actor.world.pos.z;
velocity.x = speed * dirX;
velocity.y = Rand_ZeroOne() + 0.5f;
velocity.z = speed * dirZ;
accel.x = velocity.x * -0.05f;
accel.y = -0.15f;
accel.z = velocity.z * -0.05f;
EffectSsKirakira_SpawnSmallYellow(globalCtx, &pos, &velocity, &accel);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/BgIkanaDharma_Init.s")
void BgIkanaDharma_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgIkanaDharma* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/BgIkanaDharma_Destroy.s")
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.scale.x = 0.3f;
this->dyna.actor.scale.y = 0.1f;
this->dyna.actor.scale.z = 0.3f;
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gStoneTowerTemplePunchablePillarCol);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->dyna.actor, &sCylinderInit);
if (!BGIKANADHARMA_IS_CHILD(&this->dyna.actor)) {
f32 segmentY = this->dyna.actor.world.pos.y;
s32 numSegments = BGIKANADHARMA_NUM_SEGMENTS(&this->dyna.actor);
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC5C4.s")
for (i = 0; i < numSegments; i++) {
segmentY += 60.0f;
Actor_SpawnAsChildAndCutscene(&globalCtx->actorCtx, globalCtx, ACTOR_BG_IKANA_DHARMA,
this->dyna.actor.world.pos.x, segmentY, this->dyna.actor.world.pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y,
this->dyna.actor.shape.rot.z, BGIKANADHARMA_PARAMS(0, true, 0),
this->dyna.actor.cutscene, this->dyna.actor.unk20, NULL);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC5E0.s")
this->dyna.actor.bgCheckFlags |= 1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC758.s")
BgIkanaDharma_SetupWaitForHit(this);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC790.s")
void BgIkanaDharma_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaDharma* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC7EC.s")
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(globalCtx, &this->collider);
if (sFirstHitBgIkanaDharma == this) {
sFirstHitBgIkanaDharma = NULL;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/func_80BEC808.s")
void BgIkanaDharma_SetupWaitForHit(BgIkanaDharma* this) {
this->actionFunc = BgIkanaDharma_WaitForHit;
this->dyna.actor.speedXZ = 0.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/BgIkanaDharma_Update.s")
void BgIkanaDharma_WaitForHit(BgIkanaDharma* this, GlobalContext* globalCtx) {
s32 wasHit = (this->collider.base.acFlags & AC_HIT) != 0;
Player* player = GET_PLAYER(globalCtx);
BgIkanaDharma* this2 = this;
s32 tempAngle1;
s32 tempAngle2;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Ikana_Dharma/BgIkanaDharma_Draw.s")
if (wasHit) {
this->collider.base.acFlags &= ~AC_HIT;
}
if (wasHit && sFirstHitBgIkanaDharma == NULL) {
sFirstHitBgIkanaDharma = this2;
Flags_SetSwitch(globalCtx, BGIKANADHARMA_GET_SWITCHFLAG(&this->dyna.actor));
tempAngle1 = BINANG_ADD(this->dyna.actor.yawTowardsPlayer, 0x8000);
tempAngle2 = (BINANG_SUB(player->actor.shape.rot.y, tempAngle1) >> 1);
this->dyna.actor.world.rot.y = tempAngle1 + tempAngle2 + 0xF000;
this->dyna.actor.speedXZ = 20.0f;
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH);
BgIkanaDharma_SetupStartCutscene(this);
} else if ((this->dyna.actor.flags & ACTOR_FLAG_40) == ACTOR_FLAG_40 && sFirstHitBgIkanaDharma == NULL &&
this->dyna.actor.xzDistToPlayer < 420.0f) {
tempAngle1 = BINANG_SUB(this->dyna.actor.yawTowardsPlayer, player->actor.shape.rot.y);
tempAngle1 = ABS_ALT(tempAngle1);
if (tempAngle1 > 0x4000) {
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
void BgIkanaDharma_SetupStartCutscene(BgIkanaDharma* this) {
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
this->actionFunc = BgIkanaDharma_StartCutscene;
}
void BgIkanaDharma_StartCutscene(BgIkanaDharma* this, GlobalContext* globalCtx) {
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
BgIkanaDharma_SetupWaitForCutsceneToEnd(this);
} else {
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
}
}
void BgIkanaDharma_SetupWaitForCutsceneToEnd(BgIkanaDharma* this) {
this->cutsceneFramesRemaining = 10;
this->actionFunc = BgIkanaDharma_WaitForCutsceneToEnd;
}
void BgIkanaDharma_WaitForCutsceneToEnd(BgIkanaDharma* this, GlobalContext* globalCtx) {
if (this->cutsceneFramesRemaining > 0) {
this->cutsceneFramesRemaining--;
if (this->cutsceneFramesRemaining == 0) {
if (sFirstHitBgIkanaDharma == this) {
sFirstHitBgIkanaDharma = NULL;
}
ActorCutscene_Stop(this->dyna.actor.cutscene);
}
}
if (Math_StepToF(&this->dyna.actor.scale.y, 0.0f, 1.0f / 300.0f) != 0) {
Actor_MarkForDeath(&this->dyna.actor);
} else {
this->dyna.actor.scale.x = this->dyna.actor.scale.y * 3.0f;
this->dyna.actor.scale.z = this->dyna.actor.scale.y * 3.0f;
BgIkanaDharma_SpawnEffects(this, globalCtx);
}
}
void BgIkanaDharma_Update(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaDharma* this = THIS;
this->actionFunc(this, globalCtx);
if (this->actionFunc == BgIkanaDharma_WaitForHit) {
DynaPolyActor* actorBelow;
s32 pad[2];
func_800B4AEC(globalCtx, &this->dyna.actor, 30.0f);
actorBelow = DynaPoly_GetActor(&globalCtx->colCtx, this->dyna.actor.floorBgId);
if (actorBelow == NULL) {
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
if (this->dyna.actor.bgCheckFlags & 2) {
s16 quake = Quake_Add(globalCtx->cameraPtrs[globalCtx->activeCamera], 3);
Quake_SetSpeed(quake, 21536);
Quake_SetQuakeValues(quake, 4, 0, 0, 0);
Quake_SetCountdown(quake, 12);
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
} else {
if (actorBelow->actor.id == ACTOR_BG_IKANA_DHARMA) {
this->dyna.actor.world.pos.y = actorBelow->actor.world.pos.y + 60.0f;
} else {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
}
this->dyna.actor.velocity.y = 0.0f;
}
} else {
f32 wallCheckRadius = this->dyna.actor.scale.x * 300.0f;
wallCheckRadius = CLAMP_MIN(wallCheckRadius, 2.0f);
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, wallCheckRadius, 0.0f, 5);
}
Actor_SetFocus(&this->dyna.actor, 40.0f);
}
void BgIkanaDharma_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaDharma* this = THIS;
Gfx_DrawDListOpa(globalCtx, gStoneTowerTemplePunchablePillarDL);
}
@@ -3,15 +3,20 @@
#include "global.h"
#define BGIKANADHARMA_GET_SWITCHFLAG(thisx) (((thisx)->params >> 8) & 0x7F)
#define BGIKANADHARMA_IS_CHILD(thisx) (((thisx)->params >> 5) & 1)
#define BGIKANADHARMA_NUM_SEGMENTS(thisx) ((thisx)->params & 0xF)
#define BGIKANADHARMA_PARAMS(switchFlag, isChild, numSegments) (((switchFlag & 0x7F) << 8) | ((isChild & 1) << 5) | (numSegments & 0xF))
struct BgIkanaDharma;
typedef void (*BgIkanaDharmaActionFunc)(struct BgIkanaDharma*, GlobalContext*);
typedef struct BgIkanaDharma {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x64];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x015C */ ColliderCylinder collider;
/* 0x01A8 */ BgIkanaDharmaActionFunc actionFunc;
/* 0x01AC */ char unk_1AC[0x4];
/* 0x01AC */ s8 cutsceneFramesRemaining;
} BgIkanaDharma; // size = 0x1B0
extern const ActorInit Bg_Ikana_Dharma_InitVars;
+7 -7
View File
@@ -16220,15 +16220,15 @@
0x80BEC080:("EffLastday_Update",),
0x80BEC0A4:("func_80BEC0A4",),
0x80BEC0DC:("EffLastday_Draw",),
0x80BEC240:("func_80BEC240",),
0x80BEC240:("BgIkanaDharma_SpawnEffects",),
0x80BEC3F4:("BgIkanaDharma_Init",),
0x80BEC560:("BgIkanaDharma_Destroy",),
0x80BEC5C4:("func_80BEC5C4",),
0x80BEC5E0:("func_80BEC5E0",),
0x80BEC758:("func_80BEC758",),
0x80BEC790:("func_80BEC790",),
0x80BEC7EC:("func_80BEC7EC",),
0x80BEC808:("func_80BEC808",),
0x80BEC5C4:("BgIkanaDharma_SetupWaitForHit",),
0x80BEC5E0:("BgIkanaDharma_WaitForHit",),
0x80BEC758:("BgIkanaDharma_SetupStartCutscene",),
0x80BEC790:("BgIkanaDharma_StartCutscene",),
0x80BEC7EC:("BgIkanaDharma_SetupWaitForCutsceneToEnd",),
0x80BEC808:("BgIkanaDharma_WaitForCutsceneToEnd",),
0x80BEC8C0:("BgIkanaDharma_Update",),
0x80BECA80:("BgIkanaDharma_Draw",),
0x80BECBE0:("func_80BECBE0",),
-5
View File
@@ -612,11 +612,6 @@ D_06000C90 = 0x06000C90;
D_06000288 = 0x06000288;
// ovl_Bg_Ikana_Dharma
D_060008C8 = 0x060008C8;
D_06000C50 = 0x06000C50;
// ovl_Bg_Ikana_Mirror
D_060014B0 = 0x060014B0;